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For me the failed repair only comes in to play when you are rushed for time. If a tech has all the time he needs, he can properly test and correct any errors in replacement or reapairs he is doing before it is destoryed beyond repair. He has time to go as super tech Bob for any tricks, advice ect..., Study a manual, and work with the mechwarrior to fully test out something.
Even Veteran Techs with 20 years of experience doing battlefield repairs can mess up, and not even just when they are rushing...
How Many times have you reached for a screw driver when you are workign on a computers harddrive and realized only afterward that you fried it with a Magnetic Screwdriver? (easy mistake, even if you are using your own tools)
Chance happens, even in real life.
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With enough time, any tech can do the repair with out failing.
Again, chance happens, even in real life... and if you screw it up enough, some times it is necessary to kick it up the chain
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That all said, you really have to tailor the repair, salvage and maintance to your players. Some will be the super bean counters that enjoy tracking down a mertel med. laser to replace the one that got destroyed an will only reluctantly give up and try to make a "custom" change to their mech after much hunting. Others just want to get on with the battle and to them a med laser is a med laser.
Right, but a system that removes even the slightest chance of Error (like instant Magical Fix by throwing C-Bills or hours at the issue as opposed to even a Single Dice Roll per Combat Unit) is something that falls under the "no magic" clause in the original request.
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There is no right or wrong answer here beyond what works for your players. Anyone that wants to run a game should proably start somewhere in the middle and work with their players to refine the system that is enjoyable and fair to both the players and the GM.
Exactly... but there is also tailoring the response to what was requested.
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